4 posts
Gildenkrieg Devlog's
Devlog's pertaining to the development of Gildenkrieg, my space-centered strategy game.
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Writing about projects, engineering notes, and things I’m learning.
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4 posts
Devlog's pertaining to the development of Gildenkrieg, my space-centered strategy game.
View collection →3 posts
A 3-part devlog series covering how I built a multiplayer-ready entity API, authoritative simulation engine, and network replication for Gildenkrieg.
View collection →All published posts.
August 4, 2026
How Gildenkrieg uses EnTT, stable network identities, versioned entity recipes, and deferred lifecycle commands to build a multiplayer-ready entity API.
Read post →August 4, 2026
How Gildenkrieg advances one authoritative simulation, bridges ECS state to physics, replicates component fragments per connection, and interpolates remote players.
Read post →August 4, 2026
How Gildenkrieg applies local input immediately, records rollback history, reconciles authoritative corrections, replays shared movement systems, and smooths visible errors.
Read post →August 2, 2026
How I built the seeded planet generator and layered Three.js renderer behind my personal website without textures, height maps, or 3D models.
Read post →July 26, 2026
A look at the decisions, tradeoffs, and lessons behind building a serious networking layer for Gildenkrieg.
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